Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The skill text description also changes, but that part is delayed to after game restarts.
And I'm talking proper armor and weapons that can have plenty of different mods, not things that are limited like books or trinkets. I've got the full tinkering tree learned too.
FWIW the Workshop was being weird with a different mod and Steam was serving a version that was almost a year out of date for some reason.
If those checks failed when you try to tinker, then it could cap relic modding early? But not sure if that accounts for all the issues, and those checks should be resilient even with other mods.
There's also some item types like books with only natural mods like jewel-encrusted, they might show even though player can't learn the mods for them.
As for Helping Hands, base game intentionally sets it to not inherit backpack mods, possibly because sturdy could mess with it's dismember-break-repair thing, or because it's already strong. It'll probably be a while before I mess with those. The Did It Rust mod can alert if it rusts or breaks.
With the mod count by skills option toggled off, it's only letting me mod the ones that have a full three slots left.
With mod count by skills toggled on, it changed the count on some items, some low level ones gaining a slot (to 4), some high level ones losing a slot, but it's not letting me mod any that only have one slot left. A few relics stayed at two open slots, and became tinkerable with this option on.
Yeah, seems it was that, and your fix works; mod updated. Haven't had time to mod or play, so a few small things were missed.
Boamere:
Might be because basegame daggers always show melee stats; like how basegame thrown weapons like stones always show thrown stats eg ->15 1d10, even though they melee for ->4 1d2 when equipped in hand. My other mod affects that. Here, I might add something to buff throwing and/or force lathe, which I think has always been seen as underpowered?
Klomn: thanks :)
Skill based mods and relic mods.cs line 222
max += (int)Math.Round(((double)(skill - tier) / 2), MidpointRounding.AwayFromZero);
If you're going to look at adding stuff to do with throwing, and if you don't mind, could you have a look at the aggressive stance affecting throwing knives please? The reason I thought about this is because I'm using force-knives and I don't think the +2 i'm getting from aggressive stance is applying when throwing them (even though it says I have +2 on the look screen)
Option shield item mods and skills added to to-do, since shield could definitely use more of both.
Neuroticrith:
Sort of? It'd be possible, but... either the shot PV beats armor, then shot deals damage and pierces through; or shot PV doesn't beat armor, and shot doesn't deal damage and doesn't pierce through.
Shield blocking just adds to shield AV to armor, both flavor and stat-wise, and doesn't otherwise interact. Enemy-piercing shots don't ignore armor, so it'd be a bit unintuitive to ignore shields.
Wakko: It's a bit hidden since the only mention is in shield's skill descriptions that say 'melee attack', but nope. Also doesn't appear to be planned for vanilla: https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/9832